AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 2,831
Some of the comments here are complaints about randomness ruining a player's precious path to victory. And I'm sorry, but claiming that Intensity Level 2 is too strong is just a joke.
To me, even Intensity 4 feels tame. I want my cities to suffer incredibly yet such events are actually rare and on the whole the positives surpass the negatives. Some of the best games I've had came in the form of early and crippling events and me trying to climb my way out of that mess, or getting my production disrupted in the middle of a war, or my army injured by a flooding river while crossing it, etc. But this isn't the norm. More often than not all disasters do is slow me down a bit.
Case in point is sea level. There isn't enough flood-able coast and the cost of barriers is too low. The game already tries to appease too much those players who want all things to be perfectly balanced, so the rest of us have to suffer through half-baked systems because God forbid players need to deal with a bit of unpredictability. "Let's flood coasts but not so much that they actually matter." "Let's flood rivers which disrupt yields for a couple of turns, but make up for it by increasing yields for the rest of the game."
And no, I don't want my Shamans to have a perfect understanding of all of the worlds weather systems. I already hate that you know which coastal tiles are going to flood in advance. I think such things should be locked behind techs and preferably require the completion of a scientific project, which could even contribute to a Scientific Victory. I would welcome changes in the form of technologies which allow a Civ to better predict the likelihood of certain weather events. I would also like policies and even improvements or buildings which are only available to Civs which have actually suffered through certain weather events. Unique luxuries should spawn in these locations after particularly disastrous occurrences (assuming we had the option to harvest luxuries, which we still don't, otherwise these luxuries can become an added nuisance).
I have no problem with unpredictable weather events. My problem is that first, they're generally not strong enough, and second, the ways in which the game allows us to interact with the aftermath of a disaster are pretty lame. Repair for better yields just doesn't cut it and it's yet another example of a missed opportunity.
To me, even Intensity 4 feels tame. I want my cities to suffer incredibly yet such events are actually rare and on the whole the positives surpass the negatives. Some of the best games I've had came in the form of early and crippling events and me trying to climb my way out of that mess, or getting my production disrupted in the middle of a war, or my army injured by a flooding river while crossing it, etc. But this isn't the norm. More often than not all disasters do is slow me down a bit.
Case in point is sea level. There isn't enough flood-able coast and the cost of barriers is too low. The game already tries to appease too much those players who want all things to be perfectly balanced, so the rest of us have to suffer through half-baked systems because God forbid players need to deal with a bit of unpredictability. "Let's flood coasts but not so much that they actually matter." "Let's flood rivers which disrupt yields for a couple of turns, but make up for it by increasing yields for the rest of the game."
And no, I don't want my Shamans to have a perfect understanding of all of the worlds weather systems. I already hate that you know which coastal tiles are going to flood in advance. I think such things should be locked behind techs and preferably require the completion of a scientific project, which could even contribute to a Scientific Victory. I would welcome changes in the form of technologies which allow a Civ to better predict the likelihood of certain weather events. I would also like policies and even improvements or buildings which are only available to Civs which have actually suffered through certain weather events. Unique luxuries should spawn in these locations after particularly disastrous occurrences (assuming we had the option to harvest luxuries, which we still don't, otherwise these luxuries can become an added nuisance).
I have no problem with unpredictable weather events. My problem is that first, they're generally not strong enough, and second, the ways in which the game allows us to interact with the aftermath of a disaster are pretty lame. Repair for better yields just doesn't cut it and it's yet another example of a missed opportunity.